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Quest Giver: Nimbus ar’Yorg in the Gianthold
Level: 14 Party
Patron: Agents of Argonnessen (6/12/18)
Length: very long
Entry Point: Stormeye Quarter, central-western gianthold
ruins
Prereqs: none
Recommended Party: any, need either a lockpicker dc 50 or
someone with a decent charisma skill
Base Experience: 11,140
Quest Info:
--Creatures: dwarves, humans, Rhakshasa, giant skeleton, wraiths,
specters, myrmidon wights, marut, fire mephits, fire elementals, efreeti,
air elemental, bezekiras, earth elementals, djinni, umbral gargoyle,
umbral worgs, shadows, black wolves, vampire, ice mephits, ice flenser,
jariliths, marilith, beholder, mind flayer, ancient warforged badass.
--Traps: none
Walkthrough:
Buff up for: mark of flame, boiling blood, inflict wounds, cold shield,
magic missiles. Clear the prison up to the top, along the way, in the
second room to the left filled with human guards, find the code for the
warden’s levers.
Once at the top pick the door (dc 50) or send a diplomacy, bluff or
intimidate person back down to the room with the camp, you can get the
key from the leader. Head in and deal with the giant skeletal warden.
Place the levers in the correct spot and turn the valve.
Head down to the bottom of the middle and grab the loose orb at the base
of the ramp. Now move up from the bottom and begin clearing the sides.
There will be two chests located in random rooms. Each chest has a
chance at a unique random drop.You need 6 orbs two finish the quest,
each room will need one orb to open and give two orbs when you finish.
The first room is no combat, but requires a lawful person to answer the
questions. Bypass if you do not have a lawful person, or if you want to
get straight to the fight. If you do answer the questions, be sure to
answer them with your alignment in mind. No possible chest here.
Room two is filled with a Marut and undead. The undead could be wraiths,
specters or myrmidon wights. Death ward, firewall and smiting and
disruption weapons are optimum in here. Chest here can drop the Death’s
Locket, deathblock and fear/rest necklace. Room three is fire. Chourush
the Efreeti and fire elementals and mephits are imprisoned here. Crowd
control and instant death spells are good here. Chourush’s Inferno, +5
flaming burst bastard sword
Room four is lightning. Djinn, Air elementals, earth elementals, air
mephits and Bezikira are all possible here. Lightning resist and crowd
control, symbol of fear and dance sphere are great. True sight helps
melees, range damage and instant kill spells are best for air
elementals. Ring of the Djinn, lightning resist 10 with 30% lightning
absorbtion.
Room five is shadow. Vampire, shadows and umbrals are here. Deathward,
firewall and disruptors are optimum. Vorpal works on vampires. Ring of
Shadows, +10 Hide and Move and 10% blur
Room six is Ice. Ice Flenser and ice mephits. Fire is subdued here, but
firewall still works okay. Cloudkill, wounders, vorpals all are great
too. Use crowd control like symbol of fear. Spiked Boots, ignore
slippery surfaces.
Room seven is the battleground. Marilith Princess and Jarilith are here.
Vorpal and range using good+cold iron weapons are optimum here,
especially a ranger with manyshot. Royal Scimitar, +3 keen, destruction.
Room eight is Xoriat. Beholder and Mind Flayers. Instant death spells,
flesh to stone, vorpal for mind flayers or aberration bane. Symbol of
fear or cloudkill if you can get them down. Bards are awesome. Kardin’s
Eye, +5 resistance trinket.
Final Fight, after you get all your loot and enough orbs, fill the
sockets in the middle room. This will release the top lever in the
warden room, which will activate the final fight. Top room lever puller
has 10 seconds to get back in.
Buff with Fire, Cold, Deathward, shield or nightshield. These will
protect against the brunt of the attack. Spell resistance is nice for
mind flayers. Also, if you discuss it before hand, so everyone knows you
are casting it, Globe of invulnerability will suppress a mindflayers
mind blast. Dream goggles, +13 spot, -7 search.
The end chest will 1d3 dragon relics.
End Reward: Standard loot choice |